void HandleTravelDirectionChange()
    {
        if (IsTravellingRight() && IsAtRightBoundary())
        {
            direction = TravelDirections.Left;
        }

        if (IsTravellingLeft() && IsAtLeftBoundary())
        {
            direction = TravelDirections.Right;
        }
    }
Esempio n. 2
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        public void Execute(IPlayer player)
        {
            if (String.IsNullOrEmpty(player.ReceivedInput))
            {
                return;
            }

            string[] args      = player.ReceivedInput.Split(' ');
            string   direction = String.Empty;

            if (args.Length >= 2)    //will always be at least 1, as the command itself is at index 0, making length 1
            {
                direction = args[1]; //Assume Walk North, so [1] = North (or any other direction)
            }
            else
            {
                player.SendMessage("Please specify which direction you would like to walk.");
                return;
            }

            AvailableTravelDirections travelDirection = TravelDirections.GetTravelDirectionValue(direction);

            if (travelDirection == AvailableTravelDirections.None)
            {
                player.SendMessage("Invalid direction!");
                return;
            }

            if (player.Location.DoorwayExists(travelDirection))
            {
                IDoor door = player.Location.GetDoorway(travelDirection);
                player.Move(door.Arrival);


                //Make sure we have a valid save path
                var filePath = Path.Combine(Directory.GetCurrentDirectory(), EngineSettings.Default.PlayerSavePath, player.Username + ".char");
                var path     = Path.GetDirectoryName(filePath);

                if (!Directory.Exists(path))
                {
                    Directory.CreateDirectory(path);
                }

                //Save the player using our serialization class
                FileIO fileSave = new FileIO();
                fileSave.Save(player, filePath);
            }

            player.SwitchState(new LookingState());
        }
Esempio n. 3
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        private void mnuClearDoorway_Click(object sender, EventArgs e)
        {
            if (Editor.CurrentRoom == null)
            {
                MessageBox.Show("You need to load a room first!", this.Text);
                return;
            }

            ToolStripMenuItem menu  = (ToolStripMenuItem)sender;
            ContextMenuStrip  strip = (ContextMenuStrip)menu.Owner;

            Button doorButton = (Button)strip.SourceControl;

            string[] content = Regex.Split(doorButton.Text, "\n");

            if (content.Length != 2)
            {
                MessageBox.Show("You need to load a room! If a room is loaded, please make sure it has a Name set.", this.Text);
                return;
            }

            if (content[1] == "Empty")
            {
                MessageBox.Show("There are no doorways for this direction.", this.Text);
                return;
            }
            else
            {
                AvailableTravelDirections direction = TravelDirections.GetTravelDirectionValue(content[0]);

                if (Editor.CurrentRoom.DoorwayExists(direction))
                {
                    Editor.CurrentRoom.RemoveDoorway(direction, true);

                    RefreshDoorwayList();
                }
            }
        }
Esempio n. 4
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        private void Room_DragDrop(object sender, DragEventArgs e)
        {
            if (Editor.CurrentRoom == null)
            {
                return; //Don't do any drag & drop if we have no room loaded.
            }
            var   data = e.Data.GetData(DataFormats.Text);
            IRoom room = (IRoom)Editor.CurrentZone.GetRoom(data.ToString());

            Button btnDirection = (Button)sender;

            string[] values = btnDirection.Text.Split('\n');
            //Trims out the trailing \r the editor button has.
            string direction = values[0];

            AvailableTravelDirections travelDirection = TravelDirections.GetTravelDirectionValue(direction);

            Editor.CurrentRoom.AddDoorway(travelDirection, room, true, true);

            roomsLstExistingRooms.SelectedItem = Editor.CurrentRoom.Name;

            RefreshDoorwayList();
        }
Esempio n. 5
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        private void mnuLoadRoom_Click(object sender, EventArgs e)
        {
            if (Editor.CurrentRoom == null)
            {
                MessageBox.Show("You need to load a room first!", this.Text);
                return;
            }

            //Get the button text that we are over
            ToolStripMenuItem menu  = (ToolStripMenuItem)sender;
            ContextMenuStrip  strip = (ContextMenuStrip)menu.Owner;

            Button doorButton = (Button)strip.SourceControl;

            //Split the "North\nRoomName" text up
            string[] content = Regex.Split(doorButton.Text, "\n");

            //Check if we have two entries. If not then the Button is just "North" meaning no room is loaded
            if (content.Length != 2)
            {
                MessageBox.Show("You need to load a room! If a room is loaded, please make sure it has a Name set.", this.Text);
                return;
            }

            //"North\nEmpty" meaning there is no doorway
            if (content[1] == "Empty")
            {
                MessageBox.Show("There are no doorways for this direction.", this.Text);
                return;
            }
            //Otherwise it will be "North\MyRoom"
            else
            {
                //Get the travel direction for the doorway selected
                AvailableTravelDirections direction = TravelDirections.GetTravelDirectionValue(content[0]);

                //Check if the room has a door for the selected travel direction
                if (Editor.CurrentRoom.DoorwayExists(direction))
                {
                    IRoom r = Editor.CurrentRoom.GetDoorway(direction).Arrival;
                    Editor.CurrentRoom = r;

                    //Select the Room for editing.
                    roomsPropertiesRoom.SelectedObject = r;

                    //Select the matching Realm, Zone and Room for the UI combobox and listbox
                    if (roomsComRealms.SelectedItem.ToString() != r.Zone.Realm.Name)
                    {
                        if (roomsComRealms.Items.Contains(r.Zone.Realm.Name))
                        {
                            roomsComRealms.SelectedItem = r.Zone.Realm.Name;
                        }
                    }

                    if (roomsComZones.SelectedItem.ToString() != r.Zone.Name)
                    {
                        if (roomsComZones.Items.Contains(r.Zone.Name))
                        {
                            roomsComZones.SelectedItem = r.Zone.Name;
                        }
                    }

                    if (roomsLstExistingRooms.Items.Contains(r.Name))
                    {
                        roomsLstExistingRooms.SelectedItem = r.Name;
                    }

                    Editor.CurrentRealm = r.Zone.Realm;
                    Editor.CurrentZone  = r.Zone;

                    //Refresh the UI labels.
                    RefreshRoomLabels(Editor.CurrentRealm, Editor.CurrentZone, Editor.CurrentRoom);
                    RefreshDoorwayList();
                }
            }
        }